Razorgor Chariot

Razorgors are massive cousins of the Tuskgors, mountains of mutated muscle and hair that are deadly in the extreme. As with all Children of Chaos, Razorgors are disfigured by hideous mutations, but they generally have the aspect of a nightmarish, gigantic boar covered in spines, tusks and coarse hair. Though Razorgors are voracious omnivores, they prefer a diet of fresh meat, and Beastmen are their natural prey. Still, such is their appetite and fearsome metabolism that they are able to gobble down a knight in full plate mail and his barded horse in a matter of seconds. It is a widely-held belief by the tribes of the woods that Razorgor have two natural states: a digestive torpor that sets in after they have gorged themselves, and blind, unthinking rage, which is by far the more common of the two. Once every decade or so a particularly powerful Beastlord will manage to harness several Razorgors at once. These are either herded into a loose pack and sent headlong into the enemy ranks, or used individually to pull chariots manned by the largest Bestigors. Regardless of who rides them, Razorgor chariots cannot truly be steered or directed - in fact all too often the crew can do little more than hold on tight as the chariot careens toward the foe. Razorgors have beady eyes and poor vision, but when they catch sight of the enemy they are nigh-on uncontrollable. A charging Razorgor can flatten a tree or smash through a chapel wall when roused, so the mess that one of these snorting monstrosities at full charge can make of even the stoutest shieldwall is truly sickening.

Unit Name

Razorgor Chariot

Main Unit Key

wh_dlc03_bst_cav_razorgor_chariot_0

Land Unit Key

wh_dlc03_bst_cav_razorgor_chariot_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Chariot

Naval Unit Group

Chariot

Soldiers

8

Caste

Chariot

Category

War Machine

Class

Chariot

Custom Battle Cost

1100

Recruitment Cost

1100

Upkeep Cost

275

Engine Missile Damage

0

├ Engine

wh_dlc03_bst_razorgor_chariot

├ Missile Weapon

├ Projectile

├ Missile Damage

├ Missile Ap Damage

└ Base Reload Time

Accuracy

10

Range

Reload

0

Shots Per Minute

Ammunition

0

Melee Attack

24

Weapon Strength (Weapon Damage)

48

├ Melee Weapon

wh_dlc03_chs_chariot_razorgor

├ Melee Damage Base

14

├ Melee Damage Ap

34

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

24

Charge Bonus

74

Melee Defence

28

├ Base Defence

28

├ Shield

none

└ Shield Defence

0

Armour

100

├ Armour

wh2_main_plate_100

├ Armour Defence

100

└ Shield Armour

0

Health

1512

├ Man Entity

wh_dlc03_bst_inf_gor_blood_dismembers

├ Man Speed

38

├ Man Health

8

├ Bonus Hit Points

1496

├ Mount

wh_dlc03_bst_mnt_razorgor_chariot

├ Mount Entity

wh_dlc03_vehicle_bst_chariot_razorgor_blood

├ Mount Speed

70

└ Mount Health

8

Leadership (Base Morale)

60

Abilities

Primal FuryGoaded by Chieftains and enraged by intruders on their blood-grounds, Beastmen become consumed by a savage furore!

Attributes

Causes FearThis unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Strengths & Weaknesses

ArmouredArmoured units can block damage from any source apart from Armour-Piercing damage.

Armour-PiercingThe damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.

Anti-InfantryAnti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.

No Forest PenaltyLarge units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.